Danwood's Forum Posts

  • In the manual it says this:

    [quote:2obwj1fa]Effects are visually impressive, but can slow down the game's performance considerably if over-used, especially on mobile. Using an effect on objects with many instances is especially slow - often it is much more efficient to place all the objects with the effect on their own layer, then apply the effect to that layer instead. This allows the effect to process everything in one go, rather than having to inefficiently re-run the effect for a small object over and over again.

    So, if you put the effect on the layer and not on the object, i think it doesn't matter how many objects are on the layer.

    Thanks!

  • I'm quite seasoned with C2, so i'll be a surprise for you this is coming from me but...

    We have 2 layers, layer A has 1 object, layer B has 1000. Both gave "Vibrance" effect applied.

    Does the engine use the same amount of resources to apply the effect to both layers? or layer B drains more?

    Yes, i'm a nawb, but vote our game anyways if you happen to like it <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    http://steamcommunity.com/sharedfiles/f ... =331479068

  • Looks like you're easily distracted once you start a project. Try forcing yourself to work on ONE thing until its completion, maybe scheduling the amount of work to invest into it each day.

  • Done, i stored the mouse X/Y values every 0.5 sec and checked them every tick to see if the mouse is moving or moved. If there is an even simplier way please lemme know

  • Is there a way to make a condition that checks if the mouse is being moved?

  • Kickstarter update: we're close to 900$!

  • DinoSystem Kickstarter campaign is finally live!

  • This game should also be on scirra homepage.

    Speechless.... "and inspired"

    Thanks!

    Btw, we're starting to get some press coverage

  • noooooooooooo

  • When i increase or reduce a tiled background, it indeed expands it (increasing the number of tiles used) or reduces them. But is there an option to reduce the size of the tile itself W/O reducing the actual resolution?

  • We're developing a rather large scale game (check my signature for info) with a huge map where thousand instances interact (plants, animals, objects). C2 allows that, you can be sure of this, it heavily depends on your skills.

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  • Alright, i swear i've never seen "add parameter" and i was going crazy! Solved, thanks!

  • I've used many function in my project, but i never ran into the necessity to allow a function to pick an object previously picked by the condition of the event that called the function.

    For example, i have:

    Object is visible

    Object overlaps Tree

    -----> Call "lol" Function

    Then, on"lol" Function, how can i tell the function to pick the previous Object sprite?

    Sorry if this question has been asked previously, i can't manage to find anything that i could understand, and my team mate (who is more seasoned with C2) is unavailable!

  • I'm wondering whther it is more performant this:

    Every 1 sec

    Sprite is on screen

    -----------------> Set Sprite effect "normal mapping" enabled

    Or this:

    Sprite is on screen

    Trigger Once

    -----------------> Set Sprite effect "normal mapping" enabled

    The second one does the intended effect,of course i dont need the game to set every second "normal mapping" enable, BUT, i'm unsure about the conditions: does the game checks every single DT if the sprite is on screen in second example? In that case, is it batter to let the game check once every 1 sec, so that it doesn't get cluttered with check every frame? (i got plenty of those events).

  • Not really sure why it doesn't have an unfocus. But a way to workaround it, which is not pretty, but works is to make a button offscreen, and in the "On slider changed" you add "Set focus button " and then "Unfocus button"

    It worked

    Since i'm too lazy to work on my own sliders/buttons, i'll stick with this workaround, and in future i'll replace them with something better.